Essential Java 3d Fast: Developing 3D Graphics Applications in Java by Ian PalmerEssential Java 3d Fast: Developing 3D Graphics Applications in Java by Ian Palmer

Essential Java 3d Fast: Developing 3D Graphics Applications in Java

byIan Palmer

Paperback | May 8, 2001

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Packed with lots of examples and illustrations, including an 8-page colour section,Essential Java 3D fast is an introductory textbook for those who want to learn Java 3D fast.
The best way to learn any programming language is by writing programs. In this book, Ian Palmer takes you through the steps to write a simple program in Java 3D, and then shows you how to modify and add features to this program, so you learn the key features of Java 3D.
Learn about: Writing a simple Java 3D program;
Creating Shapes;
Defining Appearance;
The examples in this book assume a working knowledge of Java and some background in 3D graphics, in order to explain the new concepts in Java 3D.
Title:Essential Java 3d Fast: Developing 3D Graphics Applications in JavaFormat:PaperbackDimensions:279 pagesPublished:May 8, 2001Publisher:Springer-Verlag/Sci-Tech/TradeLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:1852333944

ISBN - 13:9781852333942

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Table of Contents

1 INTRODUCTION: Introduction. What is Java 3D? Running Java 3D programs. How to use this book. Conventions.- 2 OUR FIRST JAVA 3D PROGRAM: Introduction. The Scene Graph. The View branch. The Content branch. The SimpleWorld program. Summary.- 3 CREATING SHAPES: Introduction. Geometric primitives in the utility library. Geometry arrays. Loading pre-made geometric models. Summary.- 4 LIGHTING THE SCENE AND DEFINING APPEARANCES: Introduction. The lighting model. The Appearance class. Adding more light types. Lighting geometry array objects. Using textures. Summary.- 5 GROUPING OBJECTS AND TRANSFORMATIONS: Introduction. The BranchGroup. The TransformGroup. The Switch class.- 6 ANIMATION: Introduction. Interpolators and their features. A rotation interpolator example. PathInterpolator classes. Performing 3D morphing. Summary.- 7 INTERACTION AND BEHAVIOUR: Introduction. Use of behaviours and their features. Behavior: the base behaviour class. The wake up criteria. A first behaviour: simple morph.- User input utilities: Collision detection and response. Summary.- 8 ADVANCED TOPICS: Introduction. Compiling scene graph content. Billboards. Level of detail. Sound. Summary.- APPENDIX A SOURCE CODE LISTINGS: Introduction. Chapter 2. Chapter 3. Chapter 7.- APPENDIX B EXAMPLE DATA FILES: Introduction.- REFERENCES.- INDEX.